Arcade › Lanky Box Gaming
Click the game above and it runs right here in your browser. No download, no installer, no account needed. viola.johnson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Lanky Box Gaming yet. Play it, then tell viola.johnson what you would add next.
Lanky Box Gaming was built by viola.johnson with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Lanky Box Gaming opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a browser-based pixel-art arcade game titled “Lanky Box Gaming,” with a dark navy retro UI and a central playable canvas alongside a chat panel. Use a 480x360 internal game canvas rendered with crisp pixelated shapes. The overall page should have a centered app layout, a header reading “LANKY BOX ROBLOX” by default with subtitle “playing with adam & justin,” and mode buttons for ROBLOX and FORTNITE. Below the header, place the canvas on the left in a black-bordered game area and a right-side panel titled “CHAT WITH ADAM & JUSTIN.” The chat panel shows scrolling messages, color-coded Adam green, Justin yellow, and the player blue, plus a text input with a SEND button. Along the bottom, provide five large action buttons whose labels depend on the selected mode. Default ROBLOX mode: render a dark pixel-art scene with a deep blue upper background and dark navy ground/platform region. Draw several red/pink horizontal obby platforms at approximately (60,290) width 80, (180,230) width 70, (290,280) width 90, and (400,200) width 60, each about 12px tall with a darker top strip. The player is a simple block character around 22x24 pixels with a light-blue body and yellow square head, black square eyes, starting around x=120 near the lower platform. Apply gravity, jumping arcs, platform landing collision, and horizontal movement bounded within the canvas. The default mode should display two green circular collectibles around (220,190) and (350,150); they are visual collectibles only in the supplied mechanics and do not need collection behavior. The Roblox action buttons are JUMP, BUILD, DANCE, FIGHT NOOBS, and EMOTE. JUMP launches the player if grounded and awards 5 points; BUILD awards 12 points and adds another red/pink platform at a random position roughly x=150–350 and y=180–260; DANCE awards 8 points; FIGHT NOOBS awards 15 points; EMOTE awards 6 points. Button actions should update the score and add the corresponding friendly Adam/Justin chat reactions. The game starts at score 0 and shows “Roblox Obby • Score: 0” in a semi-transparent black HUD box with a white border at the top-left of the canvas. FORTNITE mode: clicking the FORTNITE mode button resets score and player state and changes the header to “LANKY BOX FORTNITE,” subtitle “battle royale with adam & justin,” and status to “Fortnite • Score: 0 • Storm closing...” then dynamically show the storm radius in the status. Use a simple two-tone scene: dark green background, blue sky through the upper 180px, and a bright green ground strip from y=300 to the bottom. The player is a basic Fortnite-like pixel skin: a blue rectangular body, yellow square head, and tiny black eyes. Spawn two small red square enemies near the right side initially; enemies move left and additional red enemies can spawn randomly, with a maximum of four. Draw a large translucent blue storm ring centered around (240,180), initially radius 180, shrinking by 8 every 3 seconds down to a minimum radius of 50. If the player is outside the storm radius when it shrinks, subtract 3 points and add a warning chat message. Draw a faint translucent safe-zone disk inside the ring. The player has gravity and can jump, lands on the ground around y=300, and is bounded horizontally. Place constructed walls as brown rectangles with a darker top strip. The Fortnite action buttons are BUILD WALL, SHOOT, HARVEST, MEDKIT, and EMOTE: BUILD WALL creates a brown wall just to the player’s right with health 3 and awards 10 points; SHOOT awards 8 and removes one enemy if available; HARVEST awards 5; MEDKIT awards 7; EMOTE awards 4. Enemies that collide with a constructed wall reduce its health and disappear; remove destroyed walls. Each action updates the score and adds a short Adam or Justin reaction to chat. The Fortnite mode should initially add chat lines such as “landed at tilted lets go” and “i got a legendary scar.” Controls: ArrowLeft and ArrowRight move the player horizontally continuously while held. Spacebar jumps when grounded, awarding 2 points; clicking the canvas also jumps when grounded, awarding 3 points. The JUMP action button uses its own jump scoring and should only launch when on the ground. Keep the game running in an animation loop with gravity and rendering. Switching modes resets score, platforms, collectibles, builds, enemies, storm radius, player position, vertical velocity, and ground state, and clears/reinitializes chat. Include a welcome/chat flavor: on startup Adam says “yo we in the obby lets go”; Roblox mode can also show Justin saying “im already at the end lmao.” User chat is sent through the input or Enter key, immediately appears as “You,” and after a delayed response may trigger a contextual reply: messages containing “jump” get a Justin timing reply, messages containing “robux” get an Adam emote reply, and other messages only sometimes receive a random Adam/Justin line. Keep the visual language deliberately simple: flat fills, square eyes, block characters, no textures, crisp pixel edges, and a retro arcade UI with the Press Start 2P-style typography, black borders, hot pink controls, and white-outlined HUD.